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markanderson

someone help me remove all weapons from all classes in init.c please

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So i want to remove all weapons from classes but the server crashes,can someone help me edit? here is my init.c

void main()
{
    Hive ce = CreateHive();
    if (ce)
        ce.InitOffline();

    Weather weather = g_Game.GetWeather();

    weather.GetOvercast().SetLimits(0.0, 1.0);
    weather.GetRain().SetLimits(0.0, 1.0);
    weather.GetFog().SetLimits(0.0, 0.25);

    weather.GetOvercast().SetForecastChangeLimits(0.0, 0.2);
    weather.GetRain().SetForecastChangeLimits(0.0, 0.1);
    weather.GetFog().SetForecastChangeLimits(0.15, 0.45);

    weather.GetOvercast().SetForecastTimeLimits(1800, 1800);
    weather.GetRain().SetForecastTimeLimits(600, 600);
    weather.GetFog().SetForecastTimeLimits(1800, 1800);

    weather.GetOvercast().Set(Math.RandomFloatInclusive(0.0, 0.3), 0, 0);
    weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.2), 0, 0);
    weather.GetFog().Set(Math.RandomFloatInclusive(0.0, 0.1), 0, 0);

    weather.SetWindMaximumSpeed(15);
    weather.SetWindFunctionParams(0.1, 0.3, 50);
}

class CustomMission: MissionServer
{
    override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
    {
        Entity playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");
        Class.CastTo(m_player, playerEnt);
        GetGame().SelectPlayer(identity, m_player);

        return m_player;
    }

    void addMags(PlayerBase player, string mag_type, int count)
    {
        if (count < 1)
            return;

        EntityAI mag;

        for (int i = 0; i < count; i++) {
            mag = player.GetInventory().CreateInInventory(mag_type);
            player.SetQuickBarEntityShortcut(mag, i + 1, true);
        }

    }

    EntityAI assault1Class(PlayerBase player)
    {
        EntityAI gun = player.GetHumanInventory().CreateInHands("M4A1");
        gun.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
        gun.GetInventory().CreateAttachment("M4_MPBttstck_Black");
        addMags(player, "Mag_STANAG_30Rnd", 3);

        return gun;
    }
    EntityAI assault2Class(PlayerBase player)
    {
        EntityAI gun = player.GetHumanInventory().CreateInHands("AKM");
        gun.GetInventory().CreateAttachment("AK_WoodBttstck");
        gun.GetInventory().CreateAttachment("AK_WoodHndgrd");
        addMags(player, "Mag_AKM_30Rnd", 3);

        return gun;
    }

    EntityAI sniperClass(PlayerBase player)
    {
        EntityAI gun = player.GetHumanInventory().CreateInHands("SVD");
        gun.GetInventory().CreateAttachment("PSO1Optic");
        addMags(player, "Mag_SVD_10Rnd", 3);

        return gun;
    }

    EntityAI smgClass(PlayerBase player)
    {
        EntityAI optic_attach
        EntityAI gun = player.GetHumanInventory().CreateInHands("UMP45");
        gun.GetInventory().CreateAttachment("PistolSuppressor");
        optic_attach = gun.GetInventory().CreateAttachment("M68Optic");
        optic_attach.GetInventory().CreateAttachment( "Battery9V" );
        gun.GetInventory().CreateAttachment("PistolSuppressor");
        addMags(player, "Mag_UMP_25Rnd", 4);

        return gun;
    }
    
    override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
    {
        //
        TStringArray pants = {"Jeans_Black","Jeans_BlueDark","Jeans_Blue","Jeans_Brown","Jeans_Green","Jeans_Grey"};
        TStringArray shoes = {"AthleticShoes_Black","AthleticShoes_Brown","AthleticShoes_Grey","HikingBootsLow_Beige","HikingBootsLow_Black","HikingBootsLow_Grey","HikingBoots_Black","HikingJacket_Black"};
        TStringArray backpack = {"TortillaBag","HuntingBag","SmershBag","AssaultBag_Ttsko","AssaultBag_Black","AssaultBag_Green","CoyoteBag_Brown","CoyoteBag_Green","AliceBag_Green","AliceBag_Black","AliceBag_Camo"};
              TStringArray vest = {"PlateCarrierComplete","HighCapacityVest_Olive","HighCapacityVest_Black"};
        TStringArray drink = {"SodaCan_Cola","SodaCan_Kvass","SodaCan_Pipsi","SodaCan_Spite"};
               TStringArray food = {"Worm","SmallGuts","PowderedMilk","PeachesCan","Pear"};
        TStringArray tool = {"OrienteeringCompass","Knife","PurificationTablets","Matchbox"};
        //
        
        player.RemoveAllItems();
        
        player.GetInventory().CreateInInventory(pants.GetRandomElement());
        player.GetInventory().CreateInInventory(shoes.GetRandomElement());
        player.GetInventory().CreateInInventory(backpack.GetRandomElement());
        player.GetInventory().CreateInInventory(vest.GetRandomElement());
        player.GetInventory().CreateInInventory(drink.GetRandomElement());
        player.GetInventory().CreateInInventory(food.GetRandomElement());
        player.GetInventory().CreateInInventory(tool.GetRandomElement());
        player.GetInventory().CreateInInventory("CanOpener");
            player.GetInventory().CreateInInventory("PersonalRadio");
            player.GetInventory().CreateInInventory("Battery9V");
            player.GetInventory().CreateInInventory("Battery9V");
        player.GetInventory().CreateInInventory("Canteen");
        player.GetInventory().CreateInInventory("OrienteeringCompass");
        player.GetInventory().CreateInInventory("FNX45");
        ItemBase rags = player.GetInventory().CreateInInventory("Rag");
        rags.SetQuantity(4);
        addMags(player, "Mag_FNX45_15Rnd", 3);

        EntityAI primary;
        EntityAI axe = player.GetInventory().CreateInInventory("FirefighterAxe");
    
        switch (Math.RandomInt(0, 4)) {
            case 0: primary = assault1Class(player); break;
            case 1: primary = assault2Class(player); break;
            case 2: primary = sniperClass(player); break;
            case 3: primary = smgClass(player); break;
        }
            
        player.LocalTakeEntityToHands(primary);
        player.SetQuickBarEntityShortcut(primary, 0, true);
        player.SetQuickBarEntityShortcut(rags, 4, true);
        player.SetQuickBarEntityShortcut(axe, 5, true);
    }
};

Mission CreateCustomMission(string path)
{
    return new CustomMission();
}

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